Base Class: Artificer
A Runic Armist is an artificer who does not cast spells on the spot: they design them in advance, encode them into runes, and bind them to objects ready for use. They transform magic into tactical devices, enchanted weapons, and arcane explosives, turning the battlefield into a board controlled by careful planning.
"I don’t cast spells. I craft them. Every effect is a design, not an inspiration."
Specialization Tool
3rd-level Runic Armist feature
When you adopt this specialization, you gain proficiency with calligrapher’s supplies. If you already have proficiency, you instead gain proficiency with another set of artisan’s tools of your choice.
Runic Inscriptions
3rd-level Runic Armist feature
Runic Inscriptions Table
| Artificer Level | Inscribable Runes |
|---|---|
| 3rd | 2 |
| 6th | 4 |
| 11th | 5 |
General Rules
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To inscribe a rune, you must expend a spell slot equal to the level of the inscribed spell. However, at the end of a long rest, you can inscribe two runes of 1st--level spells for free. These do not consume spell slots.
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Each rune has a single use. After activation, it fades.
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A faded rune can only be reactivated by you, if you can touch it, by expending a spell slot of the same level. It does not require re-inscription.
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Activating a rune counts as an object interaction, but still requires the spell’s normal casting time (action, bonus action, or reaction).
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Each rune must be inscribed on a specific physical object. If the object is destroyed or lost, the rune is rendered useless.
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A single object can only contain one active rune at a time.
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Runes can only be inscribed after a long rest. At the start of each long rest, all inscribed runes vanish.
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The spell save DC is your own. If the spell requires concentration, the creature who activates the rune maintains the concentration.
Rune Activation
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Once per short rest, you can activate a tactical rune you inscribed as a bonus action, even if the spell normally requires an action.
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Other creatures must respect the spell’s normal casting time.
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Area Runes activate automatically upon collision with a creature or structure.
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Only one Area Rune can be active at a time. Activating another immediately ends the previous one.
Types of Runes
Rune Type Allowed Spells Special Effects Offensive Rune (weapons or foci only) Damage cantrips Weapon damage changes to the cantrip’s damage type. The cantrip deals one die less for each damage type it produces.
The cantrip’s additional effect applies on hit.
Requires concentration; lasts until you lose it or finish a long rest.
Only you can activate it as a bonus action.Tactical Rune (armor, clothing, or accessories only) Touch spells or self-targeting spells Does not require concentration.
Single use.
Lasts for the spell’s duration.Area Rune (hand-sized objects only) Area of effect spells Does not require concentration.
Lasts 1 minute.
You can have up to 3 inscribed at once, but only one active at a time.
Additional Spells
3rd-level Runic Armist feature
| Level | Spells |
|---|---|
| 3rd | Shield, Thunderwave, Armor of Agathys |
| 5th | Mirror Image, Misty Step |
| 9th | Counterspell, Fear |
| 13th | Dimension Door, Fire Shield, Fireball |
| 17th | Wall of Force, Banishing Smite |
Intellectual Mastery of Combat
3rd-level Runic Armist feature
- You can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with weapons that contain an Offensive Rune. These weapons count as magical and are valid for infusions.
- A weapon with an Offensive Rune can be used as your artificer spellcasting focus
Enchanted Cadence
5th-level Runic Armist feature
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You gain Extra Attack if you attack with a weapon that has an Offensive Rune.
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Once per short rest, you can throw an object with an Area Rune as a bonus action.
Improved Arcane Engineering
9th-level Runic Armist feature
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You can inscribe a rune in 1 minute once per long rest.
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You can inscribe up to two additional Area Runes that do not count against your total rune limit. You can use this feature once per short rest.
Runic Overload
15th-level Runic Armist feature
Your runes reach exceptional refinement:
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Cantrips used in Offensive Runes that you activate use d10 instead of their normal die.
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You can temporarily enhance a rune a number of times equal to your proficiency bonus per long rest. You can only enhance runes you have inscribed. When using this feature, choose one effect:
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Offensive Rune: One of your attacks deals +2d10 damage of the cantrip’s type. The rune becomes inactive until the end of your next turn.
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Tactical Rune: You can activate it without spending an action, bonus action, or reaction.
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Area Rune: Its duration doubles and its area increases by 5 feet.
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/22/2025 7:48:21 PM
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16
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1
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1.0
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Coming Soon
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